As the name implies, I am proposing the consideration of custom NPCs replacing default spawns at all bases. In this system, a set of NPCs that represent a faction will be spawned and will defend a base if someone starts a capture on the base. This makes ghost-capping just that little bit harder.

Featured factions can submit a template or gear they want their NPCs want to have, within certain limitations of course. Larger bases will have more NPCs spawning.

This can be tied into a hostility or allies feature wherein a faction may set who their allies are and what level of hostility they have to neutrals on their faction page. Hostile factions will have NPCs that automatically attack people near their bases, while peaceful factions will have NPCs that remain neutral until the /startcapture command is initiated. You would be able to add other factions to your allies list, which would be publicly visible, and would whitelist factions to be able to enter your base.

Default factions would receive a generic template, though. (They could literally just be called [INSERT FACTION BANNER] Guard / Soldier)

Another idea is that the NPCs could be added synced from the programming side, therefore it’s almost as like facing an actual player. They will have the tag of the faction who currently owns the location. Then people could actually shoot at the same NPC that is defending. It would be like adding small battle scenarios.

Or make it so that the longest you hold the base for, the more NPCs there. That way you can't just take a base and suddenly spawn 50 guards. Like 1 new guard per hour until you reach Max guard level relative to base level. This would reward factions for defensing their bases and add a consequence to losing a base.